mirror of
https://github.com/c-cube/moonpool.git
synced 2025-12-12 14:00:41 -05:00
323 lines
8.3 KiB
OCaml
323 lines
8.3 KiB
OCaml
open Vec3
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open Ray
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open Moonpool
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let ( let@ ) = ( @@ )
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let fpf = Printf.fprintf
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let pf = Printf.printf
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type material =
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| Lambertian of Vec3.vec3 (* albedo *)
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| Metal of Vec3.vec3 * float (* albedo, fuzz *)
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| Dielectric of float (* refractive index *)
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type sphere = {
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center: Vec3.vec3;
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radius: float;
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mat: material;
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}
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type hitable =
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| Sphere of sphere
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| World of hitable list
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type hit_rec = {
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t: float;
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p: Vec3.vec3;
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normal: Vec3.vec3;
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mat: material option;
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}
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type scatter = {
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ray: Ray.ray;
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color: Vec3.vec3;
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scatter: bool;
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}
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type hit = hit_rec option
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(* Produce a random point inside the unit sphere. Works by picking a
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random point in the unit cube, rejecting if not inside the sphere. *)
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let rec random_in_unit_sphere () =
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let p =
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Vec3.sub
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(Vec3.mul 2.0
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(Vec3.of_floats (Random.float 1.0, Random.float 1.0, Random.float 1.0)))
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(Vec3.of_floats (1., 1., 1.))
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in
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if Vec3.dot p p >= 1.0 then
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p
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else
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random_in_unit_sphere ()
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let reflect v n = Vec3.sub v (Vec3.mul (2. *. Vec3.dot v n) n)
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let refract v n ni_over_nt =
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let uv = Vec3.unit_vector v in
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let dt = Vec3.dot uv n in
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let discriminant = 1.0 -. (ni_over_nt *. ni_over_nt *. (1.0 -. (dt *. dt))) in
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if discriminant > 0.0 then (
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let refracted =
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Vec3.sub
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(Vec3.mul ni_over_nt (Vec3.sub v (Vec3.mul dt n)))
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(Vec3.mul (sqrt discriminant) n)
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in
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Some refracted
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) else
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None
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let hit_scatter r_in hit_rec =
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match hit_rec.mat with
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(* reflect in random direction *)
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| Some (Lambertian albedo) ->
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let target =
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Vec3.add (Vec3.add hit_rec.p hit_rec.normal) (random_in_unit_sphere ())
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in
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let scatter =
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{
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ray = Ray.create hit_rec.p (Vec3.sub target hit_rec.p);
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color = albedo;
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scatter = true;
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}
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in
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scatter
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(* "shiny"- angle of reflectance = angle of incidence *)
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| Some (Metal (albedo, fuzz)) ->
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let reflected = reflect (Vec3.unit_vector r_in.dir) hit_rec.normal in
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let scattered_ray =
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Ray.create hit_rec.p
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(Vec3.add reflected (Vec3.mul fuzz (random_in_unit_sphere ())))
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in
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let scattered =
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{
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ray = scattered_ray;
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color = albedo;
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scatter = Vec3.dot scattered_ray.dir hit_rec.normal > 0.0;
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}
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in
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scattered
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| Some (Dielectric ref_idx) ->
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let reflected = reflect (Vec3.unit_vector r_in.dir) hit_rec.normal in
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let attenuation = Vec3.of_floats (1.0, 1.0, 1.0) in
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let outward_normal, ni_over_nt =
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if Vec3.dot r_in.dir hit_rec.normal > 0.0 then
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Vec3.neg hit_rec.normal, ref_idx
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else
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hit_rec.normal, 1.0 /. ref_idx
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in
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let scattered_ray =
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match refract r_in.dir outward_normal ni_over_nt with
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| Some refracted -> Ray.create hit_rec.p refracted
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| None -> Ray.create hit_rec.p reflected
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in
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let scattered =
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{ ray = scattered_ray; color = attenuation; scatter = false }
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in
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scattered
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| None -> failwith "not a real material type"
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let hit_sphere sphere ray (tmin, tmax) : hit =
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let oc = sub ray.origin sphere.center in
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let a = dot ray.dir ray.dir in
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let b = dot oc ray.dir in
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let c = dot oc oc -. (sphere.radius *. sphere.radius) in
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let discriminant = (b *. b) -. (a *. c) in
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if discriminant > 0.0 then (
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let t = (-.b -. sqrt discriminant) /. a in
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if t < tmax && t > tmin then (
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let p = Ray.point_at_parameter ray t in
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Some
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{
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t;
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p;
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normal = mul (1. /. sphere.radius) (sub p sphere.center);
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mat = Some sphere.mat;
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}
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) else (
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let t = (-.b +. sqrt discriminant) /. a in
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if t < tmax && t > tmin then (
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let p = Ray.point_at_parameter ray t in
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Some
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{
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t;
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p;
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normal = mul (1. /. sphere.radius) (sub p sphere.center);
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mat = Some sphere.mat;
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}
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) else
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None
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)
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) else
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None
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let rec hit_world (world : hitable list) ray (tmin, tmax) : hit =
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List.fold_left
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(fun acc h ->
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let prev_rec =
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match acc with
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| None ->
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{
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t = tmax;
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p = Vec3.of_floats (-1., -1., -1.);
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normal = Vec3.of_floats (-1., -1., -1.);
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mat = None;
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}
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| Some r -> r
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in
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match hit h ray (tmin, prev_rec.t) with
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| Some r -> Some r
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| None -> acc)
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None world
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and hit h ray (tmin, tmax) : hit =
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match h with
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| Sphere s -> hit_sphere s ray (tmin, tmax)
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| World w -> hit_world w ray (tmin, tmax)
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let rec get_color world ray depth : vec3 =
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match hit world ray (0., Float.infinity) with
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| Some hit_result ->
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if depth < 50 then (
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let s = hit_scatter ray hit_result in
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Vec3.pmul s.color (get_color world s.ray (depth + 1))
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) else
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Vec3.of_floats (0., 0., 0.)
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| None ->
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let unit_direction = unit_vector ray.dir in
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let t = 0.5 *. (unit_direction.y +. 1.0) in
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add
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(mul (1.0 -. t) { x = 1.0; y = 1.0; z = 1.0 })
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(mul t { x = 0.5; y = 0.7; z = 1.0 })
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let mk_world () =
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let sphere1 =
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Sphere
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{
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center = Vec3.of_floats (0., 0., -1.);
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radius = 0.5;
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mat = Lambertian (Vec3.of_floats (0.8, 0.3, 0.3));
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}
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in
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let sphere2 =
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Sphere
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{
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center = Vec3.of_floats (0., -100.5, -1.);
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radius = 100.0;
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mat = Lambertian (Vec3.of_floats (0.8, 0.8, 0.0));
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}
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in
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let sphere3 =
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Sphere
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{
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center = Vec3.of_floats (-1.0, 0., -1.);
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radius = 0.5;
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mat = Metal (Vec3.of_floats (0.8, 0.6, 0.2), 0.4);
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}
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in
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(* let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0., -1.); *)
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(* radius = 0.5; *)
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(* mat = Metal ((Vec3.of_floats (0.8, 0.8, 0.8)), 0.1)} in *)
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let sphere4 =
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Sphere
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{
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center = Vec3.of_floats (1.0, 0.0, -1.);
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radius = 0.5;
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mat = Dielectric 1.5;
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}
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in
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World [ sphere3; sphere2; sphere1; sphere4 ]
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type config = {
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nx: int;
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ny: int;
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ns: int;
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j: int;
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out: string;
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}
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let run (config : config) =
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Random.self_init ();
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let world = mk_world () in
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let nx = 400 in
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let ny = 200 in
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let ns = 150 in
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(* samples per pixel *)
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let oc = open_out config.out in
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let@ () =
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Fun.protect ~finally:(fun () ->
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flush oc;
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close_out oc)
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in
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fpf oc "P3\n";
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fpf oc "%d\n" nx;
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fpf oc "%d\n" ny;
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fpf oc "\n255\n";
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let lower_left_corner = Vec3.of_floats (-2., -1., -1.) in
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let horizontal = Vec3.of_floats (4., 0., 0.) in
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let vertical = Vec3.of_floats (0., 2., 0.) in
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let origin = Vec3.of_floats (0., 0., 0.) in
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for j = ny downto 1 do
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for i = 0 to nx - 1 do
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let color = ref { x = 0.; y = 0.; z = 0. } in
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for _step = 0 to ns - 1 do
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(* NOTE: Random.float is bounds __inclusive__ *)
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let u = (Float.of_int i +. Random.float 1.0) /. Float.of_int nx in
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let v = (Float.of_int j +. Random.float 1.0) /. Float.of_int ny in
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let r =
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{
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origin;
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dir =
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Vec3.add lower_left_corner
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(Vec3.add (Vec3.mul u horizontal) (Vec3.mul v vertical));
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}
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in
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color := Vec3.add !color (get_color world r 0)
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done;
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color := Vec3.mul (1. /. Float.of_int ns) !color;
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(* gamma correction *)
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color := Vec3.of_floats (sqrt !color.x, sqrt !color.y, sqrt !color.z);
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let { x = r; y = g; z = b } = !color in
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let ir, ig, ib =
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( Int.of_float (r *. 255.99),
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Int.of_float (g *. 255.99),
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Int.of_float (b *. 255.99) )
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in
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fpf oc "%d " ir;
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fpf oc "%d " ig;
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fpf oc "%d \n" ib
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done
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done
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let () =
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let nx = ref 400 in
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let ny = ref 200 in
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let ns = ref 150 in
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let j = ref 4 in
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let out = ref "out.ppm" in
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let progress = ref false in
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let opts =
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[
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"-j", Arg.Set_int j, " set minimum number of threads";
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"-nx", Arg.Set_int nx, " pixels in x axis";
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"-ny", Arg.Set_int ny, " pixels in y axis";
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"-ns", Arg.Set_int ns, " number of samples per pixel";
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"-o", Arg.Set_string out, " output file";
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"-p", Arg.Set progress, " progress bar";
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]
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|> Arg.align
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in
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Arg.parse opts ignore "";
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let config = { nx = !nx; ny = !ny; ns = !ns; out = !out; j = !j } in
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let t = Unix.gettimeofday () in
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run config;
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let elapsed = Unix.gettimeofday () -. t in
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pf "done in %.4fs\n%!" elapsed;
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()
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